Recreate Enum.HumanoidStateType.Physics without character flinging wildly?

Title. Currently I’m making a system where the character can grind on rails. When they jump I want them to be able to conserve the momentum gained from a grind. My current system involves getting the character’s current grinding velocity and multiplying it by their jump velocity then setting that as their AssemblyLinearVelocity. But, because the Humanoid puts its own forces on the character, their momentum quickly gets sapped.

I want to work around this by changing the humanoid’s state to Physics so it doesn’t do this, but the character flings all over the place once it lands on the floor. How can I recreate HumanoidStateType.Physics without this flinging, but still disabling the humanoid’s own forces? Other solutions that still use HumanoidStateType.Physics are also appreciated.

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